docs socketandpivot.com

Install

Every Socket & Pivot download has the same layout, so these steps work for each kit. Product pages add anything specific.

<Product>_v<version>/
  README.txt                 Quick start
  LICENSE.txt                Terms of use
  THIRD-PARTY-NOTICES.txt    Sources and licences of scanned textures and fonts
  Documentation.html         The full documentation (also on this site)
  UE5/<Project>/             Unreal Engine project
  Blender/                   Blender asset library
  Exports/                   FBX files, textures and materials.csv

Unreal Engine

Open the demo project

  1. Unzip the download anywhere outside OneDrive or other synced folders (long paths and sync locks slow Unreal down).
  2. Open UE5/<Project>/<Project>.uproject in Unreal Engine 5.8.
  3. The editor opens on the demo map. Press Play.

The first launch compiles shaders for the kit's materials, so it takes longer than later ones.

Add the kit to your own project

  1. Close your project.
  2. Copy UE5/<Project>/Content/SocketAndPivot into your project's Content folder. Keep the folder name so references don't break.
  3. Open your project and load the demo map from SocketAndPivot/CornerStore/Maps.

The demo maps set their own GameMode, so no project settings change. If your project predates Unreal Engine 5 and uses legacy input, open Project Settings > Input and set Default Player Input Class to EnhancedPlayerInput and Default Input Component Class to EnhancedInputComponent.

Two kits in one project

Every kit shares one Core folder (SocketAndPivot/Core: the interaction system, master materials and input). When you copy a second kit in, let it replace Core if its version is newer. The Props Starter contains every Sampler asset under the same name, so it can replace the Sampler's files.

Blender

  1. Open Edit > Preferences > File Paths > Asset Libraries and click Add.
  2. Choose the Blender folder from the download.
  3. Open the Asset Browser and pick the library. The props are under Corner Store.

Append (Reuse Data) is the recommended import method; Link also works. Moving parts (doors, lids, drawers) are parented to their bodies and limited to the same travel as in Unreal Engine. Collision hulls and sockets are in the FBX files, not the Blender library.

Other software

Exports/FBX has one FBX per prop, in centimetres with Z up. In Blender's axes each prop faces −Y, which becomes +Y in Unreal Engine. The files include UCX_ collision hulls and SOCKET_ sockets for Unreal Engine; other software can ignore or delete them. Textures are in Exports/Textures, and Exports/materials.csv lists each material's textures and settings.

GLB and USD are not included yet.

Something wrong?

Check version support first, then email support@socketandpivot.com with the Output Log lines or a screenshot.